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Player is informed if Unstable mods are added to a game - and it no longer crashes
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commit
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@ -196,10 +196,19 @@ class GameOptionsTable(val previousScreen: IPreviousScreen, val updatePlayerPick
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for (oldBaseRuleset in gameParameters.mods)
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for (oldBaseRuleset in gameParameters.mods)
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if (modRulesets.firstOrNull { it.name == oldBaseRuleset }?.modOptions?.isBaseRuleset == true)
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if (modRulesets.firstOrNull { it.name == oldBaseRuleset }?.modOptions?.isBaseRuleset == true)
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gameParameters.mods.remove(oldBaseRuleset)
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gameParameters.mods.remove(oldBaseRuleset)
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gameParameters.mods.add(mod.name)
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try {
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gameParameters.mods.add(mod.name)
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reloadRuleset() // This can FAIL at updateBuildingCosts if the mod is incorrectly defined! So we need to popup!
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} catch (ex:Exception){
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ToastPopup("The mod you selected is incorrectly defined!", previousScreen as CameraStageBaseScreen)
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gameParameters.mods.remove(mod.name)
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reloadRuleset()
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}
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}
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}
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else gameParameters.mods.remove(mod.name)
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else {
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reloadRuleset()
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gameParameters.mods.remove(mod.name)
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reloadRuleset()
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}
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update()
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update()
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var desiredCiv = ""
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var desiredCiv = ""
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if (checkBox.isChecked) {
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if (checkBox.isChecked) {
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